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The Ombrographer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #227 | 4.500 | 4.500 |
Theme | #233 | 4.000 | 4.000 |
Artistic Style | #328 | 4.500 | 4.500 |
Playability | #719 | 3.500 | 3.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Game is a whole heck of a lot of fun! Great job!
- Lovely aesthetic and interesting twist on the themes, especially Alchemy. Found myself confused by the mouse controls and where I could and could not move, but ironing this would make for a very enjoyable game.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes, it's in the game's description, at the top
Is your game set to Public so we can see it?
Yes
Tell us about your game!
The Ombrographer is a game about materializing tools and creatures from hand shadows! You play as an alchemist who got separated from their body during a freak accident and find themselves in a strange place that looks like the ancient cities the old books talk about.
As a shadow, you cannot interact with the environment. But thankfully, your predicament and the strange power imbuing this place allows you to manipulate a shadow hand (by clicking on the fingers), and then create things from them (by pressing space).
The goal is to reach the magic portal at the end of each level (the blue tear in space and time) by using your newfound powers to interact with the environment. Shadows are cast near light sources, so look out for torches and lanterns!
Mecanics :
- Climbing on walls and ceilings
- Manipulating the hand and creating stuff : click on the fingers to mimic the shapes you find in the environment!
- Make stuff interact: try different combinations!
- That's it because you're a shadow
Extra Notes
Sadly, I had to stop working on the game on day 11 and could only resume development last night due to a personal emergency. This is visible in the GDD in the development timeline. Thus, not only are there few levels, but they fail to exploit some of the implemented features, such as cutting chains to move lights. An achievement system was also in the backlog in order to reward player creativity.
So yeah, a bit sad that I couldn't bring this project to its full potention, but I'm happy that I got so far on my own. I hope you will enjoy it!
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Comments
That was great! Really well done, had so much fun just spawning in the different elements just to see what would happen. Volume was a tad too loud for me, but that's whatever. The warm palette was visually pleasing as well.
Sooo cool!!! Man that was fun! I spent so much time trying different combinations on the hand thing? Really genious!